Game Development Community

Is it advisable to build interiors in Torque editor?

by Nmuta Jones · in Artist Corner · 05/18/2008 (2:38 pm) · 2 replies

I am building something similar to a Greek temple. It's an open air feeling.....columns, and simple walls, a ceiling, etc.

I has always wondered....if I build an interior 'piece by piece' like this in 3ds Max and then import the .dts shapes into Torque as static objects and "assemble" my temple in the Torque editor....will this significantly slow down the engine? (as compared to making a .dif )

To be specific, I am looking at assembling a temple with about 20 pieces... stairs, stone walls, columns, and a ceiling.

I know that .dif shapes made with Constructor, 3dWorld Studio, QuARK, etc. are highly optimized. If I do it the way I'm explaining, I know it will work in Torque, but the question is how much of a performance hit am I looking at ?

The only reason I am avoiding using a map editor is that I've tinkered with them several times and it seems easy to make simple shapes but certain DETAILS for interiors are SO much easier to make in 3ds Max. I'll bite the bullet and purchase 3dWorld Studio and learn it if I have to, but I want to know if the way I have described is a viable option.

#1
05/19/2008 (5:36 pm)
Anyone?
#2
05/19/2008 (5:56 pm)
You should use dif whenever possible, since it's optimized for collision and rendering. You could do the geometric basics on a dif, and put .dts shapes around basic square columns to give the greek column detail, without a collision mesh, the collision would still be what's behind. With constructor you can even add such .dts shapes from the editor itself. That's what most big games are doing to mix speed and detail (Gears of War, UT, etc)